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Howdy!
Please take a look at my race build for a uRogue intending to go TWF. I'm open to critiques & suggestions.
Advanced races using 16pts. The only "negative" point ability we can purchase is Slow.
Type: Fey (2 pts)
Size: Small (0 pts)
Speed: Normal (0 pts)
Lang: Standard (0 pts)
Race Lang: Sylvan
Ability Scores: Specialized (1 pt),+2 Dex, +2 Con, -2 Wis
Racial Traits
Fast
Fey Damage Reduction
Immortal
Lightbringer
Lucky, Lesser
Natural Attack: Wing, Hoof
Quick Reactions
From a flavor standpoint, I was picturing a species of fey "angelic" in appearance, thematically tied to sunlight. Essentially sun fey.
But, I'm open to anything you've got. What's your best custom race for rogues? Or how would you make mine better?

SheepishEidolon |

Advanced races using 16pts. The only "negative" point ability we can purchase is Slow.
Hmm, did your GM try this before? Because it's totally possible to break the game with a 10 points 'standard' custom race - at least at lower levels. And the negative abilities are usually trap options, so a powergamer will rarely take them anyway.
So if you aim for power, some custom races designed for use as rogue are possible. It might become quite disruptive for the table though.

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@MeanMutton - I guess I could just create the standard goblin race; but basic races aren't really an option. We're supposed to create something.
@Smashomancer - Good call. I was banking on being Fey to protect me from early charms and dominates, but as we get into high level play, it might make more sense.
@SheepishEidolon - We haven't tried this before, but he's a longtime DM and he's used to our powergaming ways. We're playing around with it intentionally, so we're going in with open eyes. Each player is custom crafting their race to their character/role.
It's the first time I've messed with race building, and my concern is that I'm too focused on low-level play -- my initial build spent 6 points on flight -- and that the race I'm developing won't provide me tangible benefits beyond 4th or 5th level.

SheepishEidolon |

@SheepishEidolon - We haven't tried this before, but he's a longtime DM and he's used to our powergaming ways. We're playing around with it intentionally, so we're going in with open eyes. Each player is custom crafting their race to their character/role.
It's the first time I've messed with race building, and my concern is that I'm too focused on low-level play -- my initial build spent 6 points on flight -- and that the race I'm developing won't provide me tangible benefits beyond 4th or 5th level.
Hmm, racial abilities have the general tendency to lose importance over the course of levels. There are a few which scale with level, but they likely start weak to compensate.
Anyway, I fooled around with the race builder a while ago and in my opinion it's most efficient to focus on abilities with little cost but good benefits. Don't waste your points on expensive abilities, their costs raise faster than their benefits. Exceptional abilities are:
* Flexible stats (2): +2 to two scores, no penalty
* Lucky, lesser (1): +1 to all saves (worth 1.5 feats)
* Lesser Spell-like Ability (1): cherrypicked level 1 spell (just 1 use per day, but still...)
* Elemental Assault (1): 1d6 elemental damage (just 1 round per level per day, but also scales with weapon amount and helps to stop troll's etc. regeneration)
* Bite (1), Claws (2), Natural Attack (1): basically one additional attack per point (some are usually difficult to access or at least cost 1 feat)
* Fast (1): +10 feet base speed (worth 2 Fleet feats, I'd consider Fleet underpowered though)
Of course, there are others out there, but their power level would have to compete with those listed above.
So, let's look into (unchained) rogue. +2 Dex and Con sounds like the best choice indeed, but with flexible stats we also can avoid those quite harmful penalties to mental stats.
Lesser lucky makes up for rogue's miserable saves, it's actually from halfling and one of multiple reasons why they make excellent rogues.
Lesser Spell-like Ability is a bit tricky, since there are so many options. For now I'd favor Vanish (become invisible long enough to get into position for flanking), Shield (compensates your mediocre AC) and Protection vs Evil (more AC, but more importantly helps with your lowish Will save).
Elemental Assault can be helpful to do damage with sneak attack, but it will need some levels and (natural) weapons to pay off. And it requires dragon or outsider which doesn't fit to the idea of a fey.
Speaking of natural weapons: They work pretty well with sneak attack. If you spend 6 RP on bite, two claws, gore (debatable whether it can be combined with bite, though) and two talons, you will potentially get 6d6 sneak attack damage at level 1. Still I recommend a magical weapon for the cases where natural attacks fail, e.g. when creatures damage you on hit with a natural weapon, when you need to break through damage reduction or when you can do only a single attack anyway.
+10 speed is good to get into position and to get away, if necessary. With 40 feet you can outrun most humanoids, and you won't lose anything because of armor (assuming you go for Dex and light / no armor).
I agree with Small size, it has more benefits than drawbacks for rogues. +1 attack bonus and AC is great, +4 Stealth is nice and slightly less weapon damage, CMD and CMB is no biggie.
Which leaves us with 3 points. Two can be used for fey, meaning you get low-light vision. Sadly, darkvision costs 2, but consider carrion sense (smell corpses and heavily wounded creatures). If this is too creepy for your taste, think about lesser defensive training (+4 dodge AC against a single humanoid subtype, giants might be best choice) and undead resistance (+2 on saves vs. diseases and mind-affecting).
So, breakdown would be:
2 flexible ability scores
1 lesser lucky
3 lesser SLAs
6 natural attacks
1 fast
0 small
2 fey
1 carrion sense / lesser defensive training / undead resistance
==
16

Dilvias |

For a Sun Fey, here is what I would do:
Sun Fey
Fey (2 RP)
Small size (0 RP)
Slow speed (-1 RP)
Advanced Ability scores (4 RP) -2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha
Language - standard (0 RP)
Fey Damage Resistance (3 RP)
Lightbringer (2 RP)
This leaves 6 RP left.
From here, there are 4 options:
If you want to fly:
Flight (6 RP) 40', average maneuverability
If you want to fight:
Fast (2 rp) 40' move and Advanced Dexerity (4 rp) +2 dex
If you know you are going to have a lot of social interaction:
Normal speed (1 RP), Lucky, Lesser (2 RP) and Silver Tongue (3 RP)
If you want to disguise yourself as anyone:
Change Shape, Greater (6 RP)